Files
2026-04-22 15:51:07 +02:00

27 lines
835 B
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/NetSerialization.h"
#include "ESpawnMachineState.h"
#include "SpawnMachineRepData.generated.h"
USTRUCT(BlueprintType)
struct FSpawnMachineRepData : public FFastArraySerializerItem {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector Location;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ESpawnMachineState SpawnMachineState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SpawnMachineCooldownStartTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SpawnMachineCooldownEndTime;
FORTNITEGAME_API FSpawnMachineRepData();
};